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Sleepyprince said:
dandd said:
I'm sorry it didn't hook you like most of us, but that's life. I also don't get the hype for certain games either.

I'm sorry you weren't all that impressed. I guess it had to be a bit of a let down. But I did notice it kept your attention long enough for you to finish both castles.


I always finish games before spreading my opinion, even the worst ones. Nonetheless, SOTN isn't the worst game I've ever played. It's pretty correct actually, especially when we keep in mind the age of the game. But it is surely the most disapointing to me if we take his status into consideration. 

In fact, what strikes me first is the core mechanic of the game. Your character is slow and you can attack only once. Plus, except by being equiped with estoc your character stops when it attacks. Those little details prevent the game from being fast paced, fun and challenging. Because the character is slow, developpers had to dumb ennemy and pace of the game down. Plus, playing a rigid character is never really funny. 

Everyone keeps speaking about the possibilities the game's items and relics offer but they're often really useless. The only main trick is to equip shield or other protections that prevents damage for one type of element attack.

I can understand that SOTN bring a lot of cool concepts for 2D plateformer, especially when compared to games like Rayman, Super Mario and other bland 2D plateformer. But I am a young player, I don't have nostalgia glasses and unfortunately I played Guacamelee first... Guacamelee, aside from the atmosphere of the game is better to me than SOTN. Really similar, but most well made. 

 

Bland!! It really not the same kind of game to Mario. Rather Mario being bland I'd say he shine because he's about really great, empowering control mechanics. In both castlevania and 2d metroid games as you play a restrained figure with limited controls and combat. Even when heavily upgraded they feel wooden next to Mario, who can just goomba jump through levels, doing some very precise manoeuvres. This is far less true of rayman who is mechanically much simpler and less precise. Rayman is often about running forward and hitting jump at key moments as you're bounced though a visually pretty collapsing level which is designed in such a way as to bounce you though it with minimum skill and effort on your behalf. Fun, but light weight.

 

I've been playing darksiders 2 and thinking, if this was a 3d mario game and Mario had the darksiders ability to run across the walls, rather than simply run and jump against the wall at an angle and have your character run along it on auto pilot, Mario wouldn't relinquish control from you. You'd have to keep running forward or you'd start to fall. You'd have some freedom to be able to adjust the angle you run at, rather than follow a pre perscribed path. And you'd be able to do the maneuvre on any suitably flat wall, not just the walls the game designers choose for you.